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THE PUDDLE

Version 4.0
A simple role-playing system by Cassidy based upon “The Pool” by James V. West
Email: kellblackfoot@yahoo.com Web: http://www.randomordercreations.com
Forge Forum: http://www.indie-rpgs.com/forum/viewforum.php?f=18

DISCLAIMER
The Puddle is a role-playing system based upon At the start of every game session the GM gives each
‘The Pool’, © James V. West. player six dice. As a player these dice represent your
Good ideas are worth sharing. Thanks to James and the dice pool and play a crucial part in the game since they
other guys from the Forge for sharing theirs. allow you to influence events in the story so that things
happen the way you want them to happen.
Cassidy, August 2004, Email: Cassidy@uk2.net
The number of dice in your dice pool will go up and down
WHAT IS THE PUDDLE? during the course of each session; however, you always
The Puddle is a role-playing system designed to facilitate start each session with six pool dice.
collaborative storytelling. During play you adopt the role
of a character in the story being told and through their YOUR CHARACTERS STORY
actions become part of its telling. Since the game is all about creating and telling stories
the first thing you need to do is write a short
The Puddle does not have any rules for hit points, skills,
introductory story about your character. Their story
character classes or levels; in fact it has very few rules
only needs to be a few sentences at most, just enough to
at all. In the absence of such rules the game relies on
get a feel for who they are, a little of their background,
the commonsense and willingness of the players to
and how they fit into the setting. Try to focus on the
moderate the actions of their characters. It is the
most important aspects of your character and any
responsibility of all players to portray their characters
significant events in their life.
realistically and fairly based on an understanding that
the primary goal of the game is for everyone to work CHARACTER TRAITS
together to create an interesting and engaging story. Next, you need to make a list of your characters
defining traits. A trait is a short definitive statement
Another key aspect of the game is that the ability of
about your character, something important, something
the players to influence events in the story is not limited
that makes them who and what they are. During play
solely to the actions of their characters. At times the
your characters traits provide a focus for their actions
players can actively guide the narrative and direct the
and help define their role in the story.
story, essentially assuming the role of the GM.
Initially you can list up to six traits for your character
BEFORE YOU BEGIN…
although you will have the opportunity to expand on that
One person in your group needs to act as the
list as the story unfolds.
Game Master or GM. The GM is responsible for guiding
and directing events, setting up scenes, creating Traits can be aspects of your characters personality,
situations, developing plots, playing other characters, their profession, attitudes and beliefs, quirks, skills,
making judgments and generally ensuring that the game talents, abilities, enemies, allies, possessions; in fact
runs smoothly and that the story being created is anything that helps you bring your character to life.
engaging and enjoyable to everyone involved. Try to make your characters traits pertinent to their
Before the first session everyone should agree upon story and reasonably specific and descriptive. For
setting for the story. What kind of story do you hope to example, saying that Gillian is ‘A thief’, does not tell us
create? Where will the story take place? What role will very much at all, whereas saying that Gillian is
the characters play in the story? ‘An adept thief; exceptional pickpocket’ gives us a little
more detail about Gillian without being too vague.
You will need, about 6-8 6-sided dice per player. Have
some paper and pencils handy for scribbling down notes. Having decided on a Middle-Earth setting the players
Minatures and maps can also be used to help visualize write brief stories for their characters and list six key
events that occur during play. traits.
Here are two sample characters and their stories…

1
GILLIAN’S STORY: VLESIC’S STORY:
Gillian was a low ranking Vlesic is the quintessential
member of the Guild of mercenary; a sword for hire
Thieves in the town of ever willing to sell his services
Strayhold. A child of the to the highest bidder. Born 60
streets, she was an orphan, years ago, he is the 2nd son of
and for as far back as she can a prominent noble family of
remember she has lived by her Arthedain and in his youth was
wits and the money she earned a respected Dunedain Ranger
picking the pockets of the in the service of the King.
wealthy merchants that Three decades ago he was
frequented the town. Gillian forced to flee Arthedain
showed early promise as an following his role in blood feud
adept thief, a fact that brought her to the attention of with a rival noble family. He settled for a time in
Vlesic, an exiled Dunedain Ranger who was one of the Strayhold where his formidable skill as a swordsman and
masters of the Guild. Vlesic took Gillian under his wing qualities as a born leader saw him rise in the ranks of the
and became her mentor. Thieves Guild.
Gillian was only thirteen when the ‘Purge of Strayhold’ After the ‘Purge of Strayhold’, Vlesic travelled east to
occurred and the armies of The Witch King sacked the Rhudaur and drawn by the prospect of war and gold he
town and either slew or enslaved its inhabitants. She was formed a mercenary band. Over the last three years he
one of the few to escape the slaughter and has spent the has been in the service of the few remaining Rhudaurian
last five years moving from town to town, city to city, nobles still trying to cling to what is left of their realm
surviving; her skills as a thief standing her in good stead. following the Witch King’s initial invasion. The situation is
Recent events have brought Gillian to Rhudaur and after hopeless. Vlesic knows that the Kingdom will eventually
a chance meeting with her former mentor Vlesic she fall and yet the blood in his veins draws him to this noble
finds herself a member of the mercenary band that he cause.
now leads.
GILLIAN’S TRAITS: VLESIC’S TRAITS:
• An adept thief; exceptional pickpocket; incredibly sneaky. • Exiled nobleman of Arthedain; Seeks to reclaim birthright.
• Former member of the Thieves of Strayhold. • Former Dunedain Ranger; Formidable swordsman.
• Born survivor; very streetwise; lives by her wits. • Born leader; Strong willed and proud.
• Four throwing knives; deadly accurate at 10 paces. • Considers Gillian to be his daughter.
• Brave and very determined. • Former Swordmaster of the Thieves of Strayhold.
• Extremely perceptive; Can usually tell when someone is lying. • Wields a Mithril edged sword; dwarven craftsmanship.

RESOLVING EVENTS
As you play the game and the story unfolds events will Vlesic’s mercenary company find themselves in the
arise where the outcome is in doubt or the event itself is employ of a Rhudaurian noble who is desperately
potentially a key turning point in the story. trying to protect the realm from the insidious
Events are typically very broad in scope, for example,
influence of the Witch King. The situation appears
“Do I manage to win the duel?” or “Do I evade my
hopeless, the nobleman’s keep is under siege, supplies
pursuers?” An event could be a conflict where the
are dwindling and morale is low.
outcome is likely to be either success or failure or it Vlesic tasks Gillian with venturing to the nearest city
could be a situation with lots of possible outcomes, some so that reinforcements and supplies can be sent to
good, some bad. Events can even occur simply as a result aid them. It’s an extremely risky venture. The
of someone asking, “What happens next?” nearest city is four days away and the forces of the
Whenever the outcome of an event could have a
Witch King have overrun the surrounding area,
significant effect on the course of the story the GM will
effectively cutting off any chance of escape.
ask you to ‘Roll the Dice’. Does Gillian manage to complete her task? What
happens next? It’s time to roll the dice and find out.

2
ROLLING THE DICE It’s up to Gillian to decide how many of her five pool
Rolling the dice determines whether it is you or the GM dice she wants to roll for this event.
that gets to decide the outcome of an event. Lets assume Gillian decides to roll four of her pool
Before you roll any dice first check to see if your dice and rolls 5, 2, 6, and a 4. Since two of the dice
character has a trait pertinent to the event at hand. If show a 5 or 6 Gillian gets the opportunity to guide
they do then the GM will give you a die to add to your the outcome of the event. The die that shows a 2
dice pool before you make your roll. would be handed back to the GM and the other three
dice would be returned to Gillian’s dice pool.
You can roll some or even all of the dice in your dice pool;
the choice is yours. The more dice you roll the greater If Gillian had rolled 5, 3, 1 and 2 then the GM would
your chance of guiding the outcome of the event. guide an outcome to the event that was generally
However whenever you roll the dice there is also the beneficial or favorable to Gillian in some way since
possibility that you may lose some (or even all) of the she rolled one 5 or 6. The two dice that show 1 and 2
dice you roll thus affecting your chances of guiding would be handed back to the GM and the other two
future events. The more dice you roll the greater your dice would be returned to Gillian’s dice pool.
chance of achieving your desired outcome but the If Gillian had rolled 2, 1, 3 and 2 then the GM would
greater the chance of losing dice from your dice pool. guide the outcome of the event since Gillian failed to
ROLLING THE DICE roll a 5 or 6. It’s entirely up to the GM to decide the
When you roll the dice count up how many 5’s or 6’s you outcome of the event. The dice that show 2, 1 and 2
roll. This number determines whether it is you or the GM would be handed back to the GM and the remaining
who guides the outcome of the event. Any dice you roll die would be returned to Gillian’s dice pool.
that show a 1 or 2 are handed back to the GM; all other If Gillian had rolled 3, 4, 4 and 3 then the GM would
dice are returned to your dice pool. guide the outcome of the event since Gillian again
If you fail to roll a 5 or 6 then the GM will guide the failed to roll a 5 or 6. All four dice would be
outcome of the event. The outcome could be good for returned to Gillian’s dice pool since none of them
your character, it could be bad, it’s entirely up to the showed a 1 or 2.
GM to decide. GUIDING THE OUTCOME OF AN EVENT
If you only roll one 5 or 6 then the GM will guide an When you guide the outcome of an event you decide what
outcome to the event that it is generally beneficial or happens and you can direct the story in precisely the
favorable to your character in some way. same way that the GM normally would. You can create
situations, add complications, make use of established
If you roll two 5’s or 6’s then you get the opportunity to
story elements or even introduce entirely new elements
guide the outcome of the event. It’s up to you to decide
of your own. Whilst the event is being resolved you are
what happens. The outcome could be good for your
effectively in charge of the story.
character, it could be bad; it really doesn’t matter. What
matters is that the outcome you decide upon should Here are some suggested guidelines that will help ensure
create a memorable and exciting event within the story. that when you guide an event the story develops
smoothly and is enjoyable to everyone involved.
If you roll three or more 5’s or 6’s then in addition to
1. Guide the event so that it consistent with the
guiding the outcome of the event you may list a new trait
established facts and tone of the story and with
for your character or modify one of their existing traits.
what your character can realistically accomplish
Any changes you make should be relevant in some way to
given what is known about them.
the event itself and reveal some new aspect or detail
about your character. 2. Make your narrative interesting and significant to
the story. Be inventive and creative and make
SOME EXAMPLE DICE ROLLS: things happen that will create opportunities for the
The GM asks Gillian to make a dice roll to see if she story to progress.
manages to sneak out of the keep and avoid the 3. Roleplay the event just as the GM would and involve
forces of the Witch King as she tries to seek help. the other players wherever possible.
One of Gillian’s traits is ‘Incredibly Sneaky’ so the 4. Do not alter or intrude on the characters of the
GM gives Gillian a die to add to her dice pool. other players.
Gillian initially had four dice in her dice pool so the
extra dice the GM gives her increases her dice pool
to five.

3
AN OUTCOME GUIDED BY GILLIAN At the time Gillian had four dice in her dice pool and
“Under cover of darkness I manage to sneak out chose her ‘Brave and determined’ trait as the focus
from the Keep. It is a moonless night and utterly for the event. As a result the GM gave Gillian an
silent yet I can sense the presence of the enemy extra dice to add to her dice pool, giving her five
nearby. The river is to the west, and I head that way pool dice in total. She chose to risk everything and
since it leads to the city. I move silently and rolled all five of her pool dice.
cautiously, pausing every now and again, my senses Gillian rolled 6, 3, 5, 1 and 6. Since three of the dice
alert for any sound of pursuit. There is none. Come showed a 5 or 6 Gillian guided the outcome of the
morning and some five miles south of the Keep I run event. The die that showed a 1 was handed back to
across the remains of a large Orc encampment. the GM and the other four dice were returned to
Judging by the size of the camp I estimate that a Gillian’s dice pool.
force of easily 1000+ must have been here and very
Gillian chose to guide the event so that through
recently. Their trail is all too easy to follow, and with
bravery, determination and a hefty slice of her own
a sense of despair I realize that it leads back the
streetwise cunning she managed to win the duel.
way I came, towards the Keep. I know that trying to
Gillian fought dirty and used Jerrard’s own over-
hold the Keep against a force that large would be
confidence and misplaced sense of honor against him.
nigh impossible.”
Although wounded, battered and bruised the duel
ANOTHER OUTCOME GUIDED BY GILLIAN ended with Gillian’s dagger at Jerrard’s throat
“In the dead of night I manage to sneak out from poised to take his life. Rather than kill the young
the Keep. Although I cannot see the enemy I can nobleman Gillian chose to spare him in exchange for a
sense their presence, lurking in the darkness. The debt of honour.
river is to the west, and I head that way since it
Since Gillian rolled three 5’s or 6’s she also chose to
leads to the city. Moving as silently as possible I
create a new trait linked to the event and keeping it
near a copse of trees bordering the river and detect
simple she wrote ‘Jerrard owes Gillian a debt of
movement in the shadows; I freeze. There is the
honour’. Gillian hopes to make use of that trait in the
harsh sound of metal against metal as if a sword is
future to further her goals and drive the story
being drawn from a scabbard and by the dim light I
forward.
make out three hulking figures emerging from the
tree line. In the darkness the feral gleam in their AT DEATHS DOOR
eyes marks them as the enemy. Orcs!.” Although characters do not have hit points or any other
measure of health they can (and sometimes will) die.
A FAVORABLE OUTCOME GUIDED BY THE GM
“You leave the Keep an hour after dusk and although If you fail to roll a 5 or 6 for an event that the GM
you run into some of the Witch Kings Orc patrols you deems utterly lethal then your character will find
manage to evade them without discovery. You travel themselves teetering on the brink of oblivion.
all night and by morning your body aches from
All is not lost though. The GM will give you a die to add
fatigue and weariness. In the distance you become
to your dice pool so that you can make a last ditch dice
aware of the sound of horses approaching and from
roll to see if fate intervenes to save your character.
cover you see two outriders of the King heading your
way at speed.” Roll all your pool dice. If you roll one or more 5’s or 6’s
then your character lives to fight another day and you
GILLIANS DUEL get to guide the event detailing how they manage to
During one particular story Gillian found herself in a cheat death.
duel to the death with one of Vlesic’s estranged
kinsfolk; a swaggering, over-confident but lethally If you fail to roll a 5 or 6 then fate deems that death is
adept young swordsman by the name of Jerrard. indeed inevitable. You get to guide the event detailing
how your character actually dies so take the opportunity
Gillian knew she was hopelessly outmatched and that to make it a defining moment in the story. If your
the smart thing to do would be to flee. Gillian character does die then the game isn’t over. Just create
however rarely does the smart thing, she does the a brand new character and let the story continue.
sneaky thing. She knew that Jerrard would be
expecting a clean, fair fight. More fool him since COMMENTS & FEEDBACK?
Gillian never fights fair. Feel free to drop me an email: Cassidy@uk2.net

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